| ------------------------------------------------------------------------- |
| drawElements Quality Program Test Specification |
| ----------------------------------------------- |
| |
| Copyright 2014 The Android Open Source Project |
| |
| Licensed under the Apache License, Version 2.0 (the "License"); |
| you may not use this file except in compliance with the License. |
| You may obtain a copy of the License at |
| |
| http://www.apache.org/licenses/LICENSE-2.0 |
| |
| Unless required by applicable law or agreed to in writing, software |
| distributed under the License is distributed on an "AS IS" BASIS, |
| WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. |
| See the License for the specific language governing permissions and |
| limitations under the License. |
| ------------------------------------------------------------------------- |
| Texture image specification tests |
| |
| Tests: |
| + dEQP-GLES2.functional.texture.teximage.* |
| |
| Includes: |
| + Texture upload using: |
| - glTexImage2D() |
| - glTexSubImage2D() |
| + Copy from framebuffer using: |
| - glCopyTexImage2D() |
| - glCopyTexSubImage2D() |
| + 2D and cube map texture targets |
| + Different pixel alignments in upload (GL_UNPACK_ALIGNMENT) |
| + All supported pixel formats |
| + Named and default texture objects |
| |
| Excludes: |
| + Compressed texture formats |
| |
| Description: |
| |
| Texture image specification tests build a complete 2D or cubemap texture |
| using the texture image specification functions. The exact order and functions |
| used depends on the test case. |
| |
| For glCopyTexImage2D() and glCopyTexSubImage2D() usage the rendering target |
| is first filled with meaningful data by rendering a simple textured quad first. |
| |
| Reference texture object is constructed by applying reference versions of the |
| same operations to a reference pixel buffer. |
| |
| Finally both the constructed texture is rendered using a simple quad and the |
| resulting images are compared against the reference. Nearest-neighbor -filtering |
| is used. For cubemap textures each face is rendered separately and all are |
| verified. If mipmaps were constructed, texture is rendered multiple times |
| sampling texels from different mipmap levels. |